Comentario de GitGudGuides

Comentarios

Comentario de nekoki

This instance is located in Auchindoun. It is the southern entrance.

Comentario de Zyik

The key is droped of the last boss of Sekketh Halls. Drops for everyone.

Comentario de dieselgirl

#1 : Shadow Labyrinth isn't hard.#2 : You WILL run this a lot for Sonic Spear.A) Located in the S of Auchindoun, needs key from Sethekk Halls/350 lockpicking to enter. You have 2 quests in here and a conveniently placed vendor outside.B) Requires Mages, Warlocks, Rogues, Hunters. I found the ideal setup in a warrior, a priest, a mage, a hunter and warlock. There's always an alternative. Don't favour DPS over CC!.C) Trash and such:You can skip most of the mobs in the 1st room by clearing the left side. The 2nd room has alternative pulls of groups of 3 with some Fel Overseers. The mobs aren't a problem, they're typical caster mobs, except they have a stun spell, 'Addle Humanoid'. It's channeled and looks like a mind flay but should be interrupted. The Fel Overseers can't be proper tanked as they have a total aggro reset when they AOE fear. Pull them way back and do whatever you can to protect the cloth wearers, they hit hard and rumour has it in Heroic mode they do about 3,000 damage on cloth. And no, stance dance or fear ward won't help.

Ambasador Hellmaw (http://www.wowhead.com/?npc=18731) will 'activate' himself when you kill the last mob from the two packs right in front of him. That means you will have to kill the last mob somewhere far away from him in order to get ready. Has a corrosive acid frontal cone, not much damage, BUT does an AOE fear after the breath. If anyone avoids the fear or resists it he will aggro him and charge, then return to the tank usually.

Trash room:#1: If you can kill them one by one, do so. Shadow priests 1st#2: The room is crawling with Assassins. I don't know where they're located or if they just spawn at random but they cheap shot and can bring a clothie down to 50% in no time.#3: Imps and Succubi should be put down fast (obvious reasons)#4: Don't rush, the Malicious Instructors need time to patrol. You can't take one of these + a group. #5: Yes, you need to clear the whole room.

Blackheart the Inciter (http://www.wowhead.com/?npc=18667) is a crazy fight, being close to impossible to tank him properly. He does is an 'Incite Chaos' that will MC all the party members to fight against each other. Use all your cooldowns before he does. If anything bad can happen, it will and it will deal a lot more damage. It's a total aggro reset and he will run to people at random and War Stomp if not taunted. That also wipes aggro, making it even harder. So /pray and hope you'll live, it's pretty much luck/dps based.

Grandmaster Vorpil (http://www.wowhead.com/?npc=18732) is tricky! Has a shadowbolt volley, a teleport ability which takes people to his initial location and does a rain of fire on them, moment when you have to run out of it. He summons 3 portals through which Void Travellers come through - non elites that move slowly to him, exploding and dealing damage to party members and healing him. I tank him close to the N portal with a hunter and a trap ready, far less come out through N. With each teleport, he summons at faster rates so kill him before the 3rd or else you will be overwhelmed.

Murmur (http://www.wowhead.com/?npc=18708) starts at 40%. You will tank him till 'Murmur draws energy from the air…' and does Sonic Boom, an AoE blast around him for ~8500 nature dmg, debuffing with nature dmg every 3 seconds, movement speed reduced by 90%. In simple terms, melee runs back out of the circle. The tank should be 1st to pick him up. If you almost ran out, you'll be too slow to go back and take him and he will do 'Resonance' :debuff everyone increasing Nature dmg taken by 2000, renewed every 5 seconds and the party taking as much damage as Resonance adds extra nature dmg. People will randomly get Murmur’s Touch, lasting for 15 seconds, each member blowing up for ~3000 aoe damage with a shockwave-silencing debuff. Spread out, don't be in the way of melee when they want to run out or you will either blow them up or slow them and make it a lot harder.

Comentario de Forseti

I myself as a Shaman received an epic drop Lightning Crown but Wow-head client gave an error so I didnt think it uploaded the correct info. This was a 5man run when my epic dropped and not on Heroic, was Normal difficulty.

Comentario de Rakwow

Blackheart the Inciter (http://www.wowhead.com/?npc=18667) He does the mass MC at 25 seconds, and again at 1 minute 30 seconds from the time he first aggros. We had A 70 warrior, rogue and mage, a 69 shammy & a 69 priest, and we wiped.

Comentario de Elviscerate

I found that, Druid(tank), Priest(heal), Mage(dps), Mage(dps) and Rogue(dps) to be the best setup for Shadow Lab.

Easy and smooth no big deals at all. :)

Comentario de TheJuggla

This is the second easiest lvl 70 instance hands down. Steam Vaults, of course, is the easiest. <3 the Blackheart the Inciter fight. Easy as hell..just heavy dps..and use up your cooldowns quick before the fights. he can be semi tanked...but the mass MC of course breaks aggro. Just stay close and most of you will melee. had a mage trying to kill me with his staff during the fight.

Vorpal fight is simple:Tank move him to the left stairs so you do not have LOS issues for healing...then heavy dps and kill the voidwalkers before they get to him (they heal him while doing damage to you). Every now and then he will pull everyone to the top and Rain of Fire. Just run off the top, and wait for him to come back to the tank...and repeat.

Any questions on a strat for any of the bosses..just leave a comment and i will fill you in. Run Shadow Labs quite a lot.Goodluck and good hunting :D

The Juggla <USDA Approved> 70 Undead Prot Warrior Runetotem

Comentario de herb

for the first boss as a dwarf priest I'd buff fearward on everyone before the fight, keep it up on the tank and shadow protection on everyone will also make you resist a lot of fears.

Comentario de Duurin

For the priests (preferably shadow) out there, here is a strategy to solo the entire first room (Why would you do this you ask, well the loots are above average off these mobs and you can farm lower city rep by your self quite quickly):

-When you first enter there is a group of three to your left, a group of two to your left and a single that pats around in a circle.

-MC the single, run him into the group of two and three. Let them beat him down to ~<5% life, break MC, hit him with a Shadow Word : Death and a Shadow Word : Pain WHILE RUNNING FOR THE EXIT. When the 5 mobs that beat down their friend get close to you hit a scream to fear them and allow you to make good your escape. Bubble your self or you will probably die.

-Problems that you may have: You have to score the killing blow to get the rep and the loot. That is why you must drop MC before they kill your mob. The most preferential case is that you drop MC, hit Shadow Word : Death, and the mob dies

-Continue mind controling and breaking MC before the mob dies and running out to drop aggro.

-Make sure that you MC the acolytes BEFORE the deathsworn. It is important that the final two left in the first six mobs are both Deathsworn.

-When all that is left of the first 6 mobs are two deathsworn, MC one and pit the two against eachother. By the time your MC is almost out (60 seconds) THEY BOTH should almost be dead (if one or the other misses/parry a lot, you may want to run out and redo this encounter) when they are both almost dead drop MC, hit one (the one closest to dying) with Shadow Word : Death, and hit the other with Mind Blast, Shadow Word : Pain, then fear if they get too close. It should be deasy to kill both of them this way.

-In the far right hand corner of the room is another group of 6, use a strategy almost identical to the first portion of this post to get all of these.

-In the back center of the room should be four mobs standign all together. Same strategy MC, let them spank it, drop MC and take your kill. MAKE SURE TO LEAVE THE ONE WHICH IS CLOSEST TO THE WARLOCK WITH AN IMP AND HOUND ALIVE.

-Next MC the one you left alive in the last step and run him over to the lock, imp, and hound. Use that one to kill the imp and hound. IMPORTANT NOTE: The lock will usually cast shadow bolt then do a spell which breaks your MC. You will probably have to try this encounter several times before you manage to kill the imp/hound. If MC is broken and the imp/hound is very close to dying, hit him with a Shadow Word : Death, bubble, run for the exit, and fear to buy your self some time. (Make sure to cast shadow protection of your self)

-Once the imp and hound are dead, wait for the imps of the other lock to line up in a straight line in front of him, hit him with an MC quickly, and let his imps beat him down (in the mean time use him to kill an imp or two if you can). Break MC and take your kill for rep. There is a very good chance you can handle the rest of the imps now by yoru self by bubbling, healing and dpsing. If you don't want to risk it run out and kill off the rest of the imps after droping aggro.

- Finally, MC the remaining warlock, and use the mob which you left alive to kill his hound and imp in a death match. Drop mc when they are both almost dead, fear kite them, dps them down. Again, if they are missing/parrying a lot you may need to run out and redo.

-If its a deathsworn vs lock you may not be able to do enough damage to the deathsworn before the lock is almost dead. If this is the case you can always kill the lock, runout, then come back. Now stand as close to the remaining mobs in the room with out aggroing them and still be in range for your mind blast. Mind blast the deathsworn you didn't kill in the last step, bubble, and MC him. He should MC just after his first strike on you which should not break your bubble. Now run him into the nearest group and do as you have done in the past.

Comentario de Kathucka

All of the quests except "Into the Heart of the Labyrinth" can be completed in a a pre-cleared instance.

The Karazhan first key fragment requires opening the Arcane Container near Murmur, and that can be done before or after killing Murmur. Anyone who wants the key fragment must be there when the container is opened.

Comentario de freddycouger

toughest boss.. murmur. impossible to beat him with just gear. need to run around like sissies in order to beat him. good comment

Comentario de Mads

An average run, killing only the mobs needed to pass, will give about 2,000 reputation.

Comentario de WolvenThrall

Any suggestions as to when Heroic Labs should be run, gear wise in terms of how the party should be?

Comentario de ameelia

The Blackheart the Inciter fight can be a pain for your healer as he will waste a lot of their mana during Incite Chaos, make sure you have some self healing to help out. Players damage is significantly reduced while under the effects of incite chaos, Ive only ever seen a well geared sword spec rogue kill another player here.

An alternative strategy for Grandmaster Vorpil that works especially well on Heroic mode, is to kite hime rather than tanking in one spot.

Aggro Grandmaster Vorpil so he comes down to the book, then walking slowley towards the entrance of the room tanking him all the time. By the time you get near the doorway, he should teleport if you are going the right speed. Once the teleport is complete start kiting him in the oppsite direction to the first kite, towards the exit of the room. If he is still up just repeat the kite each teleport.

This strategy means you can ignore most of the Voidwalkers, only killiling 1 or 2 that manage too get close.

A shadow priest (or a holy one with some +hit gear) is handy here as many mobs are mindcontrollable on both Heroic and Normal mode and have useful ablilities.

Broken shadowpriests do immense damage and can tank (they have low HP so will die easily)Broken Acolytes have an 8k heal and powerful rejuvination, and a 1hour shadow resistance buff.Orc Fanatics make good off tanks with 'Fixate'

Be careful when clearing the room leading to the last boss, periodically a mob will spawn to the side of the room, and run to the middle and engage Murmur, these mobs create aggro links between the static packs in the room, and can cause multipack pulls if the puller does not wait until Murmur kills the spawned mob with his 'Green Ray of Death'

Comentario de Larry910

Perhaps no one cares, but the shortening of Shadow Labyrinth to Shadow Labs is not correct. Lab is the shortened form of laboratory, and not labyrinth. I see this in-game often.

Comentario de Suhov

Checked SL yesterday after a patch. Not it was complitely easy. Mobs do no damage at all(before Fel Overseer hits 11k non crtic Mortal strike, now 4k on mail). Bosses however not changed. Also blizz remove like 2-4 Fel Overseers and Shivas and 3-4 packs of mobs.

Comentario de Scruffsmcgee

I, along with a good deal of my group, died on blackheart and upon re-entering the instance (he was still fighting two of my group) he used incite chaos and mc'ed me at the entrance causing me to attack a group we skipped earlier. So just keep that in mind if you ever try to re-enter while he's still up...

Comentario de sureshk

A full clear provides approximately 2600 rep, not 2000 as stated. I started the run with approximately 18200/21000 rep and finished with roughly 20800.

I got the other 200 rep to exalted by myself by mind controlling mobs until they had approximately 1% health left and then breaking MC and using SW:D to finish them off. A slow method, but soloable.

Comentario de yeah331

Quite a big dungeon and should take you no less than 90 mins

Comentario de Yebach

The MC tactic with priest definitly doesnt work now, I dont know if it worked earlier, but I have tried 5 times now and every time I get close to 3-group with MC, MC breaks. It last maybe 5 seconds if I get close and almost full duration if I stay in place.

Comentario de ostra

Maxing your profits when gearing shadow priest:

Most of shadow priests nowadays when tbc is living it's full life level fast to 70 to gear then in high instances or Kara , this short guide aims to give You everything u need to start serious runs with semi-good geared shadow. Also good for ppl which are thinking of respecing. Assuming You probably are at least honored with Lower City now whole think will take You 15-20 full runs , one run with good group is between 60-80minutes . At the end You will get best one-hander before Prince for shadow priest (exalted with lower city reward) and 4-5 blue pieces which socketed properly will serve You till epics .

To start with:* SL is not too hard to make u unable to heal/dps in 60-70 gear group so you will be group suportive* fallowing above rule you wont have problem finding group since even green-blue geared team does fine and shouldn't wipe, well maybe good tank would be helpfull to kite vurpil boss.

Profits:

SL provides greates number of good blue shadow priest items which are : Jaedenfire Gloves of Annihilation - best dps gear till Kara Robe of Oblivion - if Lock wont need it or there wont be one Murmur giefs You best prekara dps robe assuming ur not tailor or went primal mooncloth tailoring beforeSpaulders of Oblivion - same as above Wand of the Netherwing - one of the blue best dmg wands

You may also be lucky and get spellstrike pants recipe from murmur, but 5% drop chance makes it hard. Personaly I seen it drop only once in total 20-30 SL runs I made on my char.

Comentario de Wajo

Soul devices.

There are a total of 30(thirty) Soul Devices in the instance. That's more enough for a group of five to finish the quest, which might be an attempt at countering the fact that some people tend to finish quests and then promptly leave groups. Much to the others' frustration.

Here are their locations for reference when doing this quest :

In The Refectory (room with second boss), there is a small tent on each side of the room. There are two Soul Devices located in each tent.

In the chamber leading to Grand Mater Vorpil (with a Fel Overlord partolling in it), there is one on the right, in front of a sacrophagi of a sort close to the entrance to the room, to the back left, near a pillar you'll find one, and two in a tent on the right side of the room.

In the Sanctum of Shadows (Grand Master Vorpil's room) there are two on the left side, by the outer walls and two behind the Codex of Blood.

In The Screaming Hall (Murmur's chamber) there are ten Soul Devices on the right side, in tents and around them, and on the left there are eight.

Comentario de skron

Just a couple tips to add to the original poster:

You don't have to run solo mobs into other packs.

Deathsworn have Black Cleave, which does hit multiple targets, so watch out and don't break your MC.

Mind soothe can be used to prevent pulling multiple packs at the same time.

When MC'ing Acolytes, use their shadow guard on yourself, and toss yourself a renew from him before you drop MC.

You can straight up kill the two warlock/imp/felhound packs near the back of the room with dots and line of sight, with the odd mind blast or SW:D thrown in. No MC needed.

If you're an herbalist, be sure to scoop up the Ancient Lichen every time you see it!

Comentario de TheUrinator

Normal trash mobs give 12 reputation to Lower City per kill (15 in Heroic); larger mobs, such as Fel Overseers and Malicious Instructors, give 24 (30 in Heroic). All bosses give 120 reputation (250 in Heroic mode). An average run, killing only the mobs needed to reach the end, gives approximately 2,000 reputation.

Comentario de Helassaid

We used the best CC available: Slaying stuff. Just be careful with the Shadow Priests leading up to Inciter. If at all possible, find a priest to be on standby to MC the Acolytes to buff and heal you, because the Pally's aura ISN'T going to stop any of the Shadow Priests' Mind Flay, which tics for ~1600.

Comentario de Soldono

The only thing i find hard about this instance is the 3rd boss, Grandmaster Vorpil. I understand how to fight him but i always have morons in my group who screw up and get us all killed.

Comentario de Tferr

just finished this with the following group:Prot warrior (me)Holy priestAffliction lockElemental ShamanFrost mage

we had some problems at blackhearth were we were owerwhelmed, but we later got the hang of it and managed to take down the rest of the room without any wipes. at the 5 mob pull we used the following tactics:

-First i used my Goblin rocket launcher to pull them(pewpew)-Mage timed poly so it hit right after they started running for me.-warlock took care of the shadow priest, simply nuking it down.-and i tanked the remainder of the mobs.

Quite hard if you don't have the skills and gear. i recommend that (as tank) buffed up you have close to 14k hp. remember also to thunder clap to keep a good aggro on all and to slow their attacks. if you can, stun one with concussion blow so that you for a moment won't take just a much damage.Cake if you know what to do. Fel overseers can be a problem but i made a macro to instantly when the fear is released to target the one the overseer is attacking and then Intervene.this depends that you got the overseer targeted./assist (sound strange but you will then target his target)/cast Intervene.

Comentario de Torq

Minimum required level for entry on Normal is 65.

Comentario de Elebrimor

Wiped 7 times today... had to go before the 3rd boss, btw he wiped us 4 times. Shadow Labirynth is hard, it goes without saying.Keep this in mind: your healer and tank must be level 70, or the healer at least, unless you will wipe few times. I was level 68, my healer 70, went nice, till he had to go and level 68 holy priest came...

Comentario de grimzen

There are some excellent strategies in this section, and they helped me a lot while planning my group's first run. I'm only adding some comments because we are an unusual 4-person group that has been playing exclusively together since the early levels, mostly running instances.

Trash mobs: Surprisingly easy to fight and pull, we found Steamvault trash to be much harder for our group. The only tough pulls were the two 6-pulls right after the first boss (only 5 of which were elite). There are very few problematic casters compared to other instances, which pleased me greatly.

Ambassador Hellmaw: No problem here, tank and spank while stance-dancing to avoid his fear when possible. Only the tank should take any damage.

Blackheart the Inciter: Very interesting fight, was actually pretty easy for our group makeup. Our healer was in tree form so he didn't do any real damage, and the hunter generally ended up sparring with his pet. Since there were no other melee dps near me while tanking, I would often end up wandering near Blackheart for a few seconds, throw a dagger, and maybe get in a couple swings on someone for very little damage. Nobody came close to dying.

Grandmaster Vorpil: Easily the trickiest fight, we wiped two times on him while we got a hang of it. We found that attempting to kill the adds was a waste of time since we couldn't also dps him enough before we were overwhelmed with adds. I ended up putting on my dual-wield dps set and kiting him backwards down the hallway after each summon, alternating sides to keep the adds away from him. The mage would frost nova and the hunter would frost trap to slow down the adds' movement. This worked like a charm, and our druid could manage healing easily enough to stay out of tree form and add DPS as well.

Murmur: We wiped on our first attempt due to the touches and silence, plus I had to get the hang of Intervening another group member to get away from the AOE and then Intercept back into the fight as soon as possible to avoid the debuff. Our second attempt went much more smoothly.

Comentario de Shlayer

Protip:

If you group wipes in the big trash room right after the first boss, and you are still alive (FD Hunter ect) do not stand anywhere near the hallway.

The stealthed trash mobs have a tendacy to gank you. Move way back, somewhere near the entrance to the channelers room, and wait for the tank.

Comentario de nomadicdruid

Comentario de Shorty

=WARNING=

As of patch 3.0.2, the Door to this instance appears to be phased. Anyone with the key will be able to open the door and see other people opening the door, but anyone who does not have the key from Sethekk will see a closed and locked door at all times- group members with the key will appear to vanish once they get within a few yards of it.

To enter, you must now have the key, or enough people with it plus a warlock to summon everyone inside.

I observed this last night. 2 people in the group were able to enter the door, but appeared to teleport through it to the other three, who weren't able to enter or see the door opening/closing. After a quick run of Sethekk to get the key, everyone was able to enter with no hassle.

Comentario de Tribut

Nobody seems to have mentioned for a "labyrinth" it seems to be pretty straight forward :|

Comentario de Robyn

It's now easily possible to pug this instance with an offspec healer in blues, as long as you've got a few decent players in the group... it certainly seems a fair bit easier than it was before the 3.0.2 patch. My shadowpriest had about 550 spellpower, no wipes, a few deaths on the bossfights (tho Murmur was close) and only our rogue was epic-geared.

Comentario de WarlordGrat

Trash is 2 or 3 Rep per, Overseers and Instructors are 6 and the Bosses are 150 (250 Heroic) for Rep at 79 and 80. Once they turn grey to you, this is the rep you will get, not as stated above in the Title. Just a lil FYI for those that didnt get exalted pre-WOLK and working on it now.

Comentario de Wanderingbio

Recount shows us that half of melee hits were glancing blows, but all bosses except Murmur were glanced to the death.

Murmur, however, put an end to our desperate run.

Comentario de ZorbaTHut

Just went and tried to solo this as a level 80 prot warrior in quest/non-heroic blues. Summary: Potentially doable with better equipment, but annoying.

The first boss, and trash leading up to him, can be skipped entirely.

The second boss cannot be skipped, as the door behind him is closed. To make it worse, he pulls his entire room when aggroed, so you'll need to clear it before attacking. This takes a lot of time. The boss himself was trivial, however.

The third boss also has a locked door and also needs his room cleared. This takes yet more time. The boss is rather tough, as his adds heal him. If you can one-shot his adds, you can take them out easily in the early part, but at the end of the fight there will be swarms showing up. Kiting him away from them, AoEing them when possible with Shockwave, and getting lucky eventually killed him, but I was ten seconds through Last Stand when he finally died. Keep in mind that he'll occasionally teleport both of you to his central dais which will inevitably have half a dozen voidwalkers standing on it - that's a good 20k hit points healed right there. Ouch.

Confusingly, despite the fact that they're attacking him, the final boss also pulls all the creatures nearby - creatures with very, very confused allegiances. (It was worth a try.) Even at 80, Sonic Boom will basically obliterate you if you get hit by it. I tried Murmur twice then gave up (I was going for the quest chest next to him, which you don't have to kill him for) - it's possible he'd be doable if you manage to avoid every Sonic Boom and Resonance, but it won't be easy, and I was taking enough damage that the entire concept seemed dubious to me. With better equipment and perfect reflexes, perhaps.

The good news is, if you wipe, it's real easy to walk back to where you died, since you cleared practically the whole damn instance already.

I think a rogue would have serious trouble with this instance - their normal stealthiness is basically useless, and instead they'd be going up against packs of 4 to 6 creatures at a time. Any other class should have minimal issues up until Murmur, at least if they have some way to burst the third boss's voidwalkers down.

Comentario de sbalogh53

I just soloed all of normal SL as an afflic warlock. 25 man Naxx, EoE and OS gear. 2238 SD 18% crit 17k HP. Used 24k HP Voidwalker as tank.

For a while I have been farming the first SL room for Lower City rep and a bit of loot. After getting to exalted I thought I would try and see how far I could get further into the instance on my own.

It was slightly tricky for me as a cloth caster pulling the trash groups in the room where Ambassador Hellmaw and the elite Fel Overseers live. I pulled the groups and Overseers back down the corridor with a CoA and then sent the VW in to tank them. I had to time it right... the first time I tried, I ended up pulling an Overseer and a group at the same time and got killed. Most of the trash and bosses with 70k or more HP required a balance of keeping the VW alive and causing a steady flow of damage, all without getting aggro. Occasionally the Fel Overseers will fear the VW which can cause some excitement for a few seconds. Ambassadow Hellmaw was quite easy as long as the VW keeps aggro.

The next room was much harder and I did manage to wipe a couple of times to the larger pulls. I first pulled the Malicious Instructors away from the other groups. They were easy to pull when at their furthest distance from other mobs. VW tanked them while I dotted them to death. There were a couple of pulls with 6 mob including warlock pets. These proved to be a bit tricky to manage and I got killed on one of these pulls. Other than that, just cleared the room with no drama. Blackheart was not as bad as I expected. When MCed, I beat up on my VW a bit but he managed to survive. My dots killed Blackheart during the second MC period.

Heading towards Grandmaster Vorpil I AOEed all the skeletons and killed more pulls. Just lots more rinse and repeats. Not too hard. Vorpil turned out to be quite easy in the end since I managed to kill him before too many of his adds arrived. I was only teleported once and even then just kept on dotting and draining life from him. I just ignored all the adds and concentrated on damaging Vorpil.

I did not have to much trouble with the trash before Murmur other than forgetting to kill the Summoner in the first pull. I ended up getting overwhelmed and died. Then I remembered that the Summoner has to die first! After that, all the pulls were fairly straightforward.

To kill Murmur, I sent in the VW and just put all my dots onto Murmur, followed by shadowbolts. I was not too worried about aggro and just wanted to cause as much damage as possible. I got knocked into the air a couple of times but had enough HP to recover fairly easily. It took me two attempts to get Murmur down. The first time I let my VW die and then the additional damage from Murmur was too much for me. The second time, I made sure the VW was healed and Murmur went down much more easily. It took me 78 seconds to kill Murmur and just over 2 hours to run the whole instance, killing everything including all trash. Although some of that time was spent bragging to fellow guildies. :) :) :)

This solo run was definitely a lot of fun and I recommend it to others as a fun challenge. At first I was not even going to try this, but then I thought you don't know what you can achieve unless you make an attempt.

Comentario de ChadWoodburn

Reputation & Gold from Normal Run

As a level 80, soloing this instance in normal mode will give you 2010 reputation and an average of 148 gold (assuming you vendor everything). Of course, there are some items you might be able to sell at the Auction House for more. After expenses (for ammunition, repairs, etc.), you should have a net profit of about 130 gold. Since soloing the run only takes about 75 minutes, you should make just over 100 gold per hour. Not great, but if you are grinding Lower City rep, it isn't bad either. Soloing this can also help you improve some of your skills. With practice and as a well-geared and skilled level 80, you should be able to solo it without dying.

Comentario de silvaro001

I went through Shadow Labs last night May 16 '09, on a solo attempt as a lvl 80 Frost DK. Did very well up until Murmur. I got a guild member who was a lvl 80 Mage to help out after the 4th time I died from Murmur. I would get him right down to around 6k hp left and would get wiped. My biggest thing was not being able to cast spells from being silenced. Plus the tossing up in the air spell sucked too. I plan on running it as a Blood DK and see if that make it easier.

I do have gems socketed but armory doesn't show them. I don't have the gear I want yet but I am working at it.

I would say Murmur is soloable. I just might not be geared or have enough practice at dungeons yet.

Comentario de xkyc13

Just soloed the entire Shadow Lab with level 80 Retribution Paladin as of May 26th, 2009.

Here are a few tips: Constantly keep Sacred Shield up, and FoL whenever the Art of War procs, helps a ton when fighting groups of 4-5 mobs at once. Don't Consecrate too often, you run the risk of going OOM when you need to heal or what not.

Also, Divine Storm is a great way to get a portion of you HP back when fighting multiple mobs at once, since it heals you for 25% of damage done.

Might want to buy a stack of low level water incase of going OOM after a fight with Divine Plea on CD.

Bosses:Ambassador Hellmaw - Simple fight, keep Sacred Shield on, FoL when AoW procs.Blackheart the Inciter - Another simple fight, basically the same as Hellmaw, but will stun occasionally; knock-back is non-issue. He didn't MC me at all throughout the fight.Grandmaster Vorpil - Can be tricky. I DPS him down with Ret's standard rotation w/o Consecration, manage to kill him before the teleport. Adds die fast, Exorcism is useful on them due to auto crit. Murmur - Tricky, same as first 2 bosses, keep Sacred Shield up, FoL when AoW procs, run out of Sonic Boom. Murmur's Touch can be problematic due to the silence, but you can bubble, or heal through it after silence fades; use Lay on Hands in dire situation.

Comentario de citrique

Soloed on heroic as an 80 blood DK tank. (I consider "soloing" the instance to mean a full clear of all bosses/trash)

On heroic this is much tougher than normal to solo; trash can be exceedingly annoying.

Kill Acolyte adds first. Some pulls have two in them and may take a while to burn down due to the heals. Mind freeze is necessary to clear this on heroic.

Summoner adds before Murmur also need to die fast, as they sometimes summon acolytes making the pull take longer than necessary. Pull these groups back a ways so they don't aggro the next group.

Add groups in the room after Hellmaw are dicey, pull instructors separately. Everything in this instance is humanoid so they will all run and chain pull extra groups if you're not careful.

Hellmaw: Tank and spank, nothing notable.

Blackheart: Tank and spank, he will MC you if you have a ghoul or bloodworms up, but all this will do is cause you to hit him with random attacks since noone else is in your party.

Vorpil: Impossible to solo in tank gear regardless of spec. Switch to DPS gear / spec, blow cooldowns (army is quite useful here as he'll banish a ghoul instead of you) and burn him down before he can heal up, he doesn't hit very hard. If you cannot kill him in under 30 seconds then you cannot kill him and may as well wipe it / try again.

Murmur: Same as normal. Doesn't really hit any harder, sonic boom mechanic is the same. Stay close and just rotate cooldowns for sonic booms so you don't get gibbed. As blood this is a joke.

Comentario de Almar

Comentario de theendcat

soloed as an ulduar geared rogue.By soloed I mean "stealthed around a lot, avoided every mob I could and having to stack lots of health food in order not to wait 4 hours between every pull."

if for whatever reason you're doing the Entry to Karazhan quest like I am, it's doable in far worse gear. Just horribly, horribly, time consuming, and will create an irrational hatred of stone doors.

Comentario de mikeymikey

I soloed this instance on a lvl 80dk (blood spec - in frost presence) also died a couple of times on the last boss- Due to how hard his arcane spells can hit and also got 80g for boosting somone :)

Comentario de Bannedfury

Im reading the book: "World Of Warcraft: Beyond the dark portal" and I suppose Shadow Laby was FORMED right at the middle of this book =]

Nerzhul is leading the Horde to the Black Temple, to perform a ritual.

The alliance is right after them, Leaded by Danath Trollbane, current captain of Honor Hold in WoW.On the way, the alliance meet the possible FIRST Arakkoa presented on WoW books, i am not sure though. Grizzik shows them the way to the shadow laby, along with 1 of the first dreaneis they find on the way.

Im still reading the book, and Blackheart + Vorpil are well mentioned (second and third bosses).though I havent seen Blackmaw, or murmur yet. maybe they came later ><

In the book, "Blackwing Lair" is also formed :D!well I wont further spam, since I have a feeling this will get downrated >,>

Comentario de mbok

Soloed on HEROIC as a feral druid tank specced.

Bèar NE DruidFrostmane

Comentario de Shikiro

Tried soloing this with a few decent gear (mostly from 80s HC, one shoulder mail from Ebon Blade, and several things bought using EoC), I am a Draenei Hunter with Survival/Marksmanship spec with a Ferocity pet, and I can tell it is difficult to try and solo even in normal mode.

Most of the mob groups come in 3, but some of them come in 4, even 5. If I ever see this, CCing is definitely needed. I learnt it the hard way after trying to solo Durnholde normal. What I do is to throw up a Freezing arrow on one mob (preferrably a healer), followed by Wyvern Sting on another caster-type mob before turning to run to a safe place while having my pet to take aggro. This way, it is easier for me to take the group down, though it is still tough as all my damage will break my pet's aggro anyway.

The Fel Overseer hits like a truck and cannot be slowed down, so I had to time my FD right.

The first boss, Hellmaw, is very easy, he just hit hard like the felguards.

The second boss, Blackheart is easy, the only thing i find it annoying is his MC on me (only if I have an active pet), but otherwise its really nothing.

The third boss, Grandmaster Vorpil, is easy as well. The only problem would be the adds he summoned, but its not very significant. Note that you can find the Codex for your quest here.

Before the last boss Murmur, I noticed one mob is always summoned in between group mobs and died a few moments later. once done, same CCing procedure goes, Freezing Arrow on one caster, then put another mob to sleep before pulling back and bring the group down.

Last boss is pretty easy (not to mention funny for its horn sound), I don't even have to worry about using FD since he is immobile. The only problem is his ability that causes Arcane damage + fall damage on me. But since his HP is so low Kill Shot does the job.

Comentario de Jes4man

Solo'd heroic as a level 80 Hunter, MM spec with a mix of TotGC and ICC gear and worg pet. Tougher than I thought it would be, I had forgotten about the room with Blackheart, took me a while (lots of Feign Death and pet deaths). Would definately be easier as BM spec with a good tank pet.

Ambassador Hellmaw: The felguard looking guys that patrol this room hit hard. My pet died pretty quickly to the first one, had to feign death and try again. The caster mobs around the spires go down quick. Was almost OOM when I killed the last three, put on Aspect of Viper and waited in a corner before engaging Hellmaw. Pulled aggro from pet right away, FD, mend pet, got off a Chimera shot, ended up meleeing him down after that because pet couldn't hold aggro, kited him around and got off a couple of Arcane shots in the mix. He is either immune to frost trap and wing clip, or he resisted every one I tried. Maybe because he kind of hovers around.

Blackheart the Inciter: Took me a long time to clear this room. If you've forgotten (like I did), if you engage Blackheart it aggroes the whole room, so you must clear it first. Clearing the room itself is the hardest part, Blackheart himself is a pushover, took me 30+ minutes to clear the room but killed Blackheart in 31 seconds.

Grandmaster Vorpil: Easiest one, clear the room and engage, got him down before he summoned any voidwalkers, he teleported me once to melee range, but a quick Mongoose Bite and he was done.

Murmur: Another easy room to clear, but Murmur handed me my first death in the instance. Ran from the Sonic Booms but Murmur's Touch still got me. I actually died from fall damage, but at that point his next attack would have killed me anyway. The second attempt I cast Gift of the Naaru a bit sooner, same thing happened but when I fell I had a little over 1k health left, finished him off with Kill Shot.

Took me around 1hr 15min, with lots of bandages and food, and reviving pet. Did it just for the achievement (one of the last I needed from Outlands).

Garrdis, 80 HunterBloodhoof

Comentario de Deseralla

This dungeon can be 2-manned at level 70 on normal mode.

We went with a prot warrior and me as a duel specced SV/BM hunter with a warp stalker. I went BM all for boss fights, except for Grandmaster Vorpil, otherwise I was SV.

We had to try Murmur a few times before getting him down - pretty rough fight! We both had herbalism which helped a lot and my warp stalker had magic damage reduction talents in my BM spec which made a huge difference to his survivability.

*Edit: We're not geared in anything great. Some of the vendor bought blues and some other random blues from lucky drops and quests.*

Comentario de Erised

I soloed heroic SL yesterday on my balance druid. I just thought I'd give a walktrough of how I did, and share some tips on how to get through this (relatively) painlessly. You can probably save 100+ g in repairs by following some of this advice, and some corpse-running time :) I'm writing this because I would not have minded spending the five minutes it takes to read this, compared to the time/money I could have saved if there where such a guide. I did this as a raid-geared balance druid, with some frost emblem items, but no T10, and would not recommend trying if you're much under this level of equipment, as some parts are *very* hard!

First off, the first room can be totally bypassed, but killing the mob with the imps will make it easier getting through if you die.In the next room, you have to kill all the packs , so you can get to the boss. The packs are pretty straight forward. Just one note: bring them into the hallway so you don't aggro anything. However, the felguard mobs are somewhat more difficult. I pulled them (one at a time) with wrath, so i could squeeze in a SF before it started running at me. You're going to want to keep MF and IS up, and otherwise burst them as hard as you can. Barkskin + heal when necessary (they use mortal strike, beware!) and finish them off. Use treants if they're up, you could even consider waiting for them to be up before engaging, depending on your dps/survivability, but take note that if you have your treants out, the felguard mobs will fear.

After having killed the last pack, the ambassodor will break free and take a stroll around the room before going down the opposite tunnel. I recommend leaving the room before he starts patrolling so you can regen and avoid aggroing him inside the room. Perhaps this boss can be bypassed, I didn't check, however the mobs in the room can not, this is essential to clearing the next room.The ambassador will fear and poison you, so you're going to have to watch out, but in general the bosses are a lot easier than the packs, so I'm not going to write anything on how to kill them.

After having killed the ambassador you enter the next room, where the next boss is, blackheart the inciter.Before attacking him, you must also clear the room, though not for the same reason as with the ambassador. If you attack blackheart while any mobs are in the room, they will attack you!Now in this room, there are several types of mobes, and I don't remember all their names. However they are split up in packs of4-5 mobs and malicious intructors patrolling: the malicious instructors are *not* fun! They do nasty melee damage, have a huge crit chance and slow you down. The way to kill them is not too complicated, but must be well executed or you will die very fast. Note that you should study their patrol pattern before pulling them, they will aggro the pack if you pull them at the wrong moment.

Once you've identified where and when to pull them, hot up and start off with a W-SF, then while backing up, dot them up and go into cat form + dash and go in the direction of the first tunnel. Refresh dots + pop treants at some point before dash fades, and go back in cat form (while dash is still on you!) to get some distance. When dash fades, nuke her and when she gets in melee, barkskin + full dps. This should be enough to get her killed.

The packs can consist of several types of mobs in packs of 4-5 (+ felhound if a warlock is in the pack). I don't remember the names of all the mobs, so here's a general outline of dps priority: heal-melee(+felhound)-caster. Casters come last because they have a greater chance to miss (increased by mark of the wild). Kiting these packs to the ambassador's room will give you greater mobility, I recommend it. I start the packs by casting wrath on the healer, then entangling rooting the first melee and cyclone on the second. Burst the healer, then focus on the melee you cycloned if there is one, or else you can proceed to killing the felhound if present or dpsing the casters (if there is only one melee, he can be rooted, so you can safely dps the casters first).

Beware! This room contains stealthed mobs (assassins). They sap and do other annoying stuff. If the room has been cleared, check and extra time if there are any assassins left as they will attack you if not killed when you engage blackheart.Once you've killed blackheart (he's easy too, his MC is harmless in solo mode, actually you'll attack him while MC'ed lol^^) the doors open and you can proceed. The mobs up to the next boss are cake. You might just want to know that skeletons pop out of the mounds, but they can easily be aoe'd.

When you come to the hall with the next boss, Vorpil, there will be packs. Here you will want to focus on the cabal zealots, as they shappeshift and do massive damage. Other than that follow same dps priority and general tactic as the one describe for the packs in blackheart's room.One you've killed vorpil the doors behind him will open, giving you access to the hall leading to murmur, the last boss. The packs leading to him are pretty much like the ones before, except here you should kill the summoners first.You can go to the mumur page for pointers on how to kill him, but as a healer/dps class he's pretty much straightforward, heal when low, dps when not^^ (take note however that you must be in melee range!) I hope this was helpful to your soloing of the heroic SL!

- Erised

edit: spelling mistakes and made the text a little easier to read

Comentario de Duvvani

It should be noted for those of us who can stealth, the imps at the end of the first room are highly entertaining to watch. The nearby lock commands them into different patterns and occasionally knocks them all down.

Comentario de soydavid

Just soloed it on reg (faster/more efficient) for rep and got Mark of Sargeras x 47 and Fel Armament x 3.

Comentario de Grayseven

For a solo run through on Normal Mode I made 94g 20s 77c from cash loot and selling trash loot, picked up 5 greens, 3 Fel Armaments, 62 Marks of Sargeras, 106 Netherweave Cloth and one each Major and Super Healing Potions.

DE'ers can DE or sell soulbound items depending on the value of the mats (its lower than the items sell value on my server).

Comentario de Maffyx

Ran this the other day for those who are wondering, you no longer need the key to open the big slab door before you enter the instance. Just right click it.

Comentario de Phlayre

Easy to solo now as a 85 Prot Warrior.

Be careful with some pulls - unlike most TBC heroics you can't just pull entire rooms (e.g. 6+ packs) and expect to faceroll without using cooldowns. I'm sure this will change as gear improves, but pulling the entire room before the 2nd boss (I run around spamming demo shout) will end up with a lot of cooldowns being used.

Comentario de Athryn82

took something around an hour, killed all the mobs that rewarded loot/rep. Interestingly enough, i had my aggro meters on, and for the final boss, my aggro percentage got up to 143%, and he still didnt attack me. not sure if thats a glitch, but i found it amusing.

Comentario de Viprince

Just something I noticed today while soloing through it, the music is actually the space theme in the Starcraft 1 campaign!

Comentario de tatorface

The Lower City "guide" mentions that you receive ~2000 rep from Shadow Labs on Heroic. However, I just soloed (Night Elf, not Human) and killed every single mob in the dungeon and received 2977 rep. Much more than reported. Unsure if there was a bump in rep gains in a recent patch, but you get close to 1000 more rep from this dungeon now. (4.1)

Also, did same on Regular and it is correct. I received 1966 rep on that run.

Comentario de faelle

As a lvl 85 shadow priest, I've been easily soloing all heroic Outlands instances. For those who are doing the same as me and are on shadow lab, be careful on the second boss. Don't simply avoid everything and jump on boss (Blackheart the Inciter) as he will agro everything in the whole room as soon as you engage him and these mobs have a really annoying spell interupting spellcast from the school of magic you are using, and that for a few seconds, plus DoTs, lots of damage, etc... you'll get overwhelmed very fast, die and will have to walk the whole way back for nothing. Just kill everything in the room before you engage Blackheart.

Comentario de whitedragon254

As of Patch 4.3, All Outland dungeons and Northrend dungeons will recognize Home Faction tabards added in Cataclysm. (Such as the Gilneas Tabard.)

Outland dungeons will continue to give the rep they gave before 4.3 in addition to whatever faction tabard you're wearing.

(An alliance character wearing a Gilneas Tabard in Hellfire Ramparts will receive 15 Gilneas faction rep per kill, and still receive the normal 5 honor hold rep per kill as well.)

Comentario de Schon

Do I still need to get the key from Sethekk Halls to get into the Shadow Labyrinth? All these comments are from the old patches.... Thanks

Comentario de MajinDLX

I have just finished grinding my reputation to Exalted with Lower city. Unfortunately I forgot to track axact numbers for my heroic mode run, but I did record the 2 last normal run's numbers for everyboudy out there who farm reputation with Lower city. I'll post my data separated with a | sign between the first and the second run's numbers. Both run took me 19-21 minutes with the looting.

DISCLAMIER:-I killed and looted every single mob in the instance, but there are some Cabal Assassins in the dungeon stealthing around and they can alter the number of reputation you gain from a single run. At the first run I've killed one, at the second I killed none.- I have Don de gentes and I'm a lvl85 Tauren Warrior

Comentario de FireStar463

I've been farming Lower City rep for the tabard for my Death Knight's transmog set, and I've noticed something that makes farming heroic Shadow Labs not only possible, but very efficient. Most of the trash in the instance is clumped in the first 3 rooms, and you can't pull the first boss until the trash from his room is dead.All you need is some self healing. A way to break stuns is useful, but not entirely necessary.

As a blood DK, i just run in and pull everything, using Death's Advance and Unholy Presence to stay ahead of the pack and Icebound Fortitude if I'm getting stun-locked. Once I'm in the second bosses room, I pull everything (But not the boss) and drop desecrated ground to prevent more stuns before outbreak + blood boil with Roiling Blood. Using the pillar is very useful to LoS the casters. doing this, I got ~2,000 rep with a guild, without using the banner. Afterwards, you can run out and reset, and since you didn't kill any bosses the trash will respawn, at which point you can repeat. The only problem is that you will eventually run into the "Entered too many Instances" error.

Comentario de TomWolf

The entrance to this instance is behind doors in the middle of the big arena in Terrokar Forest.

Dismiss your pet.

Camouflage your way to second boss.

Ignore trash, bring out your pet and kill the boss.

Dismiss pet and Feign Death

Camouflage to second third boss.

Run over graves and kill them with trap or just ignore them.

Bring out pet and kill boss.

Dismiss and Feign Death

Rince and repeat until you get it.

Remember to check so you don't have Heroic Mode on.

Good luck =)

Edit: If you are higher level you don't have to bring out your pet. Just do the above but kill the bosses and then feign death. And don't give up, RNG can make it take some time. Some get the gun 7 times in a row, for me it took 37 tries.

Comentario de RavenSnow

Entrance located @ 39.6, 70.9 behind a set of doors.

Comentario de Merkilan

I made a guide to help direct new players to the dungeons and clear up a little misinformation. The level to enter heroic BC dungeons on foot is the same as to enter them in normal mode.

Comentario de GitGudGuides

Comentario de WoWGnGP

Comentario de wolvestooth

For those that don't want to go to a link just to get the answer to "Which bloody dungeon entrance is it?"...it's the Southern entrance in the ruins.

Comentario de twocows

The music near Murmur sounds very Diablo-esque. I don't know if it's the zone music or if it just plays when you're close to him. Also, if you're here for the Karazhan attunement, the object is left of Murmur on top of a slight ridge just out of eyesight until you get up next to it (a wall beam is blocking line of sight to it).